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Niche Worlds Cult - Version 1 vs Version 2
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Initial version (2026-09-16)
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11Niche Worlds Cult is the developer and self-publisher of Monsters & Memories. It is a distributed volunteer team that formalised as a company in May 2021, roughly eight months after work on the project began, and it has funded development out of the founders' own pockets rather than through crowdfunding, a publisher or outside investment.2233FieldDetailFormalisedMay 2021, announced on May 1Founding groupSix people: Ali, Astra, Hamad, Logan, Nick and ShawnProject codenameProject_N, renamed to Monsters & Memories in June 2021Team size50 as of September 2026ModelVolunteer team working in spare time, with paid roles planned as revenue allowsFundingOut of pocket. No crowdfunding, publisher or external investmentSpend to dateJust over 160,000 US dollars through May 2026EngineUnityHeadquartersNot published. The team is distributed across several countries44Founding and the name5566The project started as a series of discussions during livestreams and interviews between a former MMORPG designer, colleagues from that project, and the viewers who came to ask questions. The team treats September 2020 as its anniversary marker. Pre-production began in July 2020, the team formed in August, and a first playable build existed by September, built in a greybox style with placeholder or commissioned art.7788The company name came out of a joke in the stream community: why start a company when you can start a cult. The studio kept it because it fits the stated intent, which is to build niche or even hyper-niche online experiences that emphasise a sense of place while staying in constant dialogue with the community during development.991010Six people were named as the founding group when the company was announced: Ali, Astra, Hamad, Logan, Nick and Shawn. The project carried the codename Project_N until June 2021, when it was renamed Monsters & Memories. The name is a reference to nostalgia for early computer role playing games, late night tabletop sessions and fantasy books, and to the two things the team says it took away from its own time in MMOs: encountering interesting creatures and characters, and the memories that came out of doing so.11111212The volunteer model13131414The team works on the game in its spare time and is unpaid. Every open role posting carries the same statement: the team is made up of volunteers who work in their spare time, and the goal is not to get on the team and then socialise. Experience requirements are relaxed deliberately, with the team accepting people from other industries who may be working on their first commercial game.15151616That model is the reason a subscription exists at all. Revenue from subscriptions and merchandise is intended to let the studio pay some of its members while others opt to remain volunteers, and to scale art and design production. As of April 2026 the group they wanted paid soonest was about 12 people out of the then 49. The game master and customer service role has been singled out as very likely to become one of the first full time positions once revenue allows it. Reserves are earmarked first for severance for anyone brought on full time, a condition the team set for itself before hiring anyone.17171818Seven roles were posted as open in September 2026: 3D animator, environment artist, game designer, game master and customer service, quality assurance tester, texture artist and tradeskill designer.19192020Team size over time21212222DateTeam sizeNoteJune 20216The named founding groupJanuary 20229Six of whom streamed developmentApril 202649About 20 people added over the preceding yearSeptember 202650Current figure2323The April 2026 growth was described by discipline: audio, animation, environment art, game design across both content and systems, six game masters, two additional QA, technical roles and visual effects. The public team page describes the group as over 40 artists, designers, programmers and others, including professional game developers, emulator developers, freelancers and people from other industries entirely. Only first names and handles are published for most of the team.24242525The studio's creative direction and production lead has around 20 years in the industry, has been lead designer on several MMO titles and most recently held executive producer and chief product officer roles at a games company. He writes every numbered development update. That is biography rather than design lineage: the game's systems are documented on their own terms under Gameplay and Classes, and nothing in the team's prior credits should be read as describing how this game works.26262727Funding and spending28282929The team publishes its own expense totals. The figures below are cumulative from the start of the project, and each was current at the time it was published.30303131PublishedTotal spendWindow coveredSeptember 2022Just over 20,000 US dollars2020 to September 2022March 2025104,725 US dollars, of which 37,217.10 in 2024 alone2020 to 2024February 2026Around 142,000 US dollars2020 to 2025June 2026Just over 160,000 US dollars2020 to May 20263232The most recent figure, just over 160,000 US dollars through May 2026, is the current one. The 142,000 figure covers 2020 to 2025 only and still appears in older material. The breakdown published for that 2020 to 2025 window splits as follows.33333434CategoryAmountShareContractors71,869.84 US dollars50.7 percentSoftware and cloud services37,302.64 US dollars26.3 percentServers18,875.28 US dollars13.3 percentAccounting and legal13,835 US dollars9.8 percent3535All of it was paid out of pocket by the founders, who describe the position as owing the money only to themselves. The stated consequence is that the project can start small and grow without a looming financial deadline, and is not working against a finite runway of capital the way an externally funded studio would be. Post-launch, the team has committed to keep publishing expense breakdowns, to add a revenue breakdown split across subscriptions, tips and merchandise, and to publish how profit is allocated across profit sharing, growth and reserves. See Subscription and Pricing.36363737Open development38383939Developing in public was a deliberate policy from March 2021 onward rather than a marketing decision made later. The team livestreams development work, posts recordings, runs numbered written updates, and treats the community as the greenlight process in place of executives or investors. The stated reasoning is that the conversation started on the streams should continue as the work progressed, so that the community would be a consistent part of the process rather than something invoked by a marketing team afterwards.40404141A related early decision was to build everything from scratch rather than assemble purchased assets, specifically so that the project would not look like an asset flip or like smoke and mirrors being prepared for a crowdfunding push. Public roadmaps and boards have been maintained since 2021, though the published roadmap page is stale by the developer's own admission and is due to be replaced before October 2026.42424343Technology44444545The game is built in Unity, and the project was upgraded to Unity 6 during 2024. Audio runs through Wwise, adopted in late 2023 after a proof of concept the previous year. The published details of the networking and server architecture come from the team's 2021 technical overview and have been reconfirmed in outline since:46464747Client and server communicate over reliable UDP, with the client described as a straightforward viewer of server state rather than an authority over itThe server uses a pseudo entity component system designInfrastructure is stateless and runs on commodity hardware, with zones running independently of each otherThere is no plan to shard zones, which is to say no instancing. The team restated this in September 2026 as the game being a social game without instancing48484949Two supporting pieces of tooling are worth noting because they shaped the schedule. The launcher and patcher are built in house, and patch distribution moved from FTP to content delivery network downloads over HTTP after the late 2023 stress tests exposed the bandwidth cost of the older approach. Headless bot clients were then written so that high player count load tests could be repeated on demand rather than only during public tests. The 2021 statement about the database layer specifically has not been reconfirmed since and should be treated as dated. See System Requirements and Development History.